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Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Dracula

Dracula

Dracula


Price: £19.99

 
2-player game, ages 12+ Count Dracula has left his home in Transylvania to travel by ship to London, where he plans to hunt for innocent victims. The famous Dr. van Helsing got wind of Dracula¹s plans and immediately caught the next carriage to London. It is a race against time! Van Helsing tries to find and destroy all of the vampire\'s coffins, while the count tries to find five victims. Will the horror end tonight or will the count\'s reign of terror continue? ++++++++++++++++++++ Counter Magazine review ++++++++++++++++++++ 2 players, 30 minutes designed by Michael Rieneck reviewed by Mike Ruffhead Dracula is the latest in the growing range of very good, 2-player gamesfrom Kosmos that includes Lost Cities, Caesar & Cleopatra, and Babel(to name just my favourites). Better still, it has been reproduced in Englishby Rio Grande for the benefit of those of us whose feeble German is inadequateto deal with the limited amount of text on the cards. The story line isthat Dracula has arrived in London in search of fresh victims, hotly pursuedby his nemesis Van Helsing. What follows is essentially a race betweenthe Count\'s hunt for his victims and Van Helsing\'s attempts to locate anddestroy all of his enemy\'s hideouts. The game box contains two card decks for each player, a wooden dobber eachfor Dracula and Van Helsing, various other wooden markers and a game boardshowing a birds-eye view of a vaguely Victorian street plan which showstwelve locations in a three by four grid. The aim of the game is for each player to locate his opponent\'s five ``target\'\'cards before the same is done to him. For Dracula, the targets are fivetoothsome young ladies while Van Helsing has to find five coffin cardsrepresenting the crypts where Dracula sleeps away the daylight hours. Each player takes their own dobber, a set of four ``energy\'\' cubes and twodecks of cards. The first deck consists of fifteen encounter cards - thefive targets mentioned above, nine allies (vampires or vampire-hunters)of varying combat strength and one special ``Symbol of Power\'\'. The seconddeck provides ten action cards for each player, one of which will be playedeach turn. Each of these is rated for the distance a character can move,fighting strength, ability to erect and move barriers, plus one of a rangeof useful but not over-powerful special actions. To start the game each player selects six of their fifteen encounter cardswhich are shuffled together and distributed randomly and face-down, oneto each of the twelve locations on the board. The rest are retained inhand and will be used to replace cards removed during the course of thegame. You are free to select as many of your own target cards as you wish- though less than two could be very risky indeed as you will see later.Players then shuffle their action deck and deal themselves five cards toprovide a starting hand, setting aside the second set of five cards foruse when the first five have been exhausted. The Dracula and Van Helsingdobbers are placed in their starting positions in diagonally opposite cornersof the board, and play begins with Dracula taking the first move. On each turn a player may move his dobber to a new location and then mustplay an action card. You can move within the grid as far as you wish,but at the end of movement, the action card that you play must show atleast the number of spaces moved - or you lose an energy cube. At each location entered, a player may examine the encounter card thatis present. If it proves to be one of your own cards, you may secretlyexchange it with another card from your resource deck and then continuemovement. This adds a crucial element of bluff and double bluff to thegame as you may exchange a strong ally for a target, or vice versa, orjust replace the same card. If the encounter card is one of your opponent\'s,then it must be dealt with, and movement for that turn ends. Target cardsare automatically captured when discovered. ``Ally\'\' cards must be foughtby comparing their combat strength with the combat value on the encountercard you played that turn. If you win, you remove that card from play andreplace it with one from your own hand. If you lose, you lose an energycube, and the victorious ally remains in place but is turned face-downagain. If the result is a draw, the ally remains in place but you do notlose a cube. Should you find your opponent\'s ``symbol of power\'\' you takean automatic cube loss, and as the loss of your last energy cube is aninstant win for your opponent, you will see that boldness must be balancedby

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Main Catalogue |  Board Games & Card Games |  Rio Grande Games |  Dracula


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